townengine/src/main.c

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C
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#include "context.h"
#include "rendering.h"
#include "input.h"
#include "util.h"
#include "textures.h"
#include "game/game.h"
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#include "private/audio.h"
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#include <SDL2/SDL.h>
#include <SDL2/SDL_ttf.h>
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#include <SDL2/SDL_image.h>
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#include <physfs.h>
#include <stb_ds.h>
#include <glad/glad.h>
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#include <stdlib.h>
#include <stdbool.h>
#include <stdio.h>
#include <tgmath.h>
#include <limits.h>
static void poll_events(void) {
SDL_Event e;
while (SDL_PollEvent(&e)) {
switch (e.type) {
case SDL_QUIT:
ctx.is_running = false;
break;
case SDL_WINDOWEVENT:
if (e.window.windowID != ctx.window_id)
break;
switch (e.window.event) {
case SDL_WINDOWEVENT_RESIZED:
ctx.window_w = e.window.data1;
ctx.window_h = e.window.data2;
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break;
}
break;
}
}
}
static void APIENTRY opengl_log(GLenum source,
GLenum type,
GLuint id,
GLenum severity,
GLsizei length,
const GLchar* message,
const void* userParam)
{
(void)source;
(void)type;
(void)id;
(void)severity;
(void)userParam;
log_info("OpenGL: %.*s\n", length, message);
}
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void main_loop(void) {
/*
if (!ctx.is_running) {
end(ctx);
clean_up(ctx);
emscripten_cancel_main_loop();
}
*/
/* frame timer */
int64_t current_frame_time = SDL_GetPerformanceCounter();
int64_t delta_time = current_frame_time - ctx.prev_frame_time;
ctx.prev_frame_time = current_frame_time;
ctx.delta_time = delta_time;
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/* handle unexpected timer anomalies (overflow, extra slow frames, etc) */
if (delta_time > ctx.desired_frametime * 8) { /* ignore extra-slow frames */
delta_time = ctx.desired_frametime;
}
delta_time = MAX(0, delta_time);
/* vsync time snapping */
/* get the refresh rate of the current display (it might not always be the same one) */
int display_framerate = 60; /* a reasonable guess */
SDL_DisplayMode current_display_mode;
int current_display_index = SDL_GetWindowDisplayIndex(ctx.window);
if (SDL_GetCurrentDisplayMode(current_display_index, &current_display_mode) == 0)
display_framerate = current_display_mode.refresh_rate;
int64_t snap_hz = display_framerate;
if (snap_hz <= 0)
snap_hz = 60;
/* these are to snap delta time to vsync values if it's close enough */
int64_t vsync_maxerror = (int64_t)((double)ctx.clocks_per_second * 0.0002);
size_t snap_frequency_count = 8;
for (size_t i = 0; i < snap_frequency_count; ++i) {
int64_t frequency = (ctx.clocks_per_second / snap_hz) * (i+1);
if (llabs(delta_time - frequency) < vsync_maxerror) {
delta_time = frequency;
break;
}
}
/* delta time averaging */
size_t time_averager_count = SDL_arraysize(ctx.time_averager);
for (size_t i = 0; i < time_averager_count - 1; ++i) {
ctx.time_averager[i] = ctx.time_averager[i+1];
}
ctx.time_averager[time_averager_count - 1] = delta_time;
int64_t averager_sum = 0;
for (size_t i = 0; i < time_averager_count; ++i) {
averager_sum += ctx.time_averager[i];
}
delta_time = averager_sum / time_averager_count;
ctx.delta_averager_residual += averager_sum % time_averager_count;
delta_time += ctx.delta_averager_residual / time_averager_count;
ctx.delta_averager_residual %= time_averager_count;
/* add to the accumulator */
ctx.frame_accumulator += delta_time;
/* spiral of death protection */
if (ctx.frame_accumulator > ctx.desired_frametime * 8) {
ctx.resync_flag = true;
}
/* timer resync if requested */
if (ctx.resync_flag) {
ctx.frame_accumulator = 0;
delta_time = ctx.desired_frametime;
ctx.resync_flag = false;
}
/* finally, let's get to work */
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while (ctx.frame_accumulator >= ctx.desired_frametime * ctx.update_multiplicity) {
for (size_t i = 0; i < ctx.update_multiplicity; ++i) {
render_queue_clear();
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poll_events();
input_state_update(&ctx.input);
game_tick();
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ctx.frame_accumulator -= ctx.desired_frametime;
ctx.tick_count = (ctx.tick_count % ULLONG_MAX) + 1;
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}
}
render();
}
static bool initialize(void) {
if (SDL_Init(SDL_INIT_EVERYTHING) == -1) {
CRY_SDL("SDL initialization failed.");
return false;
}
SDL_SetHint(SDL_HINT_RENDER_DRIVER, "opengl");
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 1);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 5);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_DEBUG_FLAG);
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/* init got far enough to create a window */
ctx.window = SDL_CreateWindow("emerald",
SDL_WINDOWPOS_CENTERED,
SDL_WINDOWPOS_CENTERED,
RENDER_BASE_WIDTH,
RENDER_BASE_HEIGHT,
// SDL_WINDOW_ALLOW_HIGHDPI |
SDL_WINDOW_RESIZABLE |
SDL_WINDOW_OPENGL);
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if (ctx.window == NULL) {
CRY_SDL("Window creation failed.");
goto fail;
}
ctx.gl_context = SDL_GL_CreateContext(ctx.window);
if (!ctx.gl_context) {
CRY_SDL("GL context creation failed.");
goto fail;
}
SDL_GL_MakeCurrent(ctx.window, ctx.gl_context);
int glad_status = gladLoadGL();
if (glad_status == 0) {
CRY("Init", "GLAD failed");
goto fail;
}
log_info("OpenGL context: %s\n", glGetString(GL_VERSION));
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/* might need this to have multiple windows */
ctx.window_id = SDL_GetWindowID(ctx.window);
glViewport(0, 0, RENDER_BASE_WIDTH, RENDER_BASE_HEIGHT);
/* TODO: */
// SDL_GetRendererOutputSize(ctx.renderer, &ctx.window_w, &ctx.window_h);
ctx.window_w = RENDER_BASE_WIDTH;
ctx.window_h = RENDER_BASE_HEIGHT;
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/* audio initialization */
{
SDL_AudioSpec request, got;
SDL_zero(request);
request.freq = AUDIO_FREQUENCY;
request.format = AUDIO_S16;
request.channels = AUDIO_N_CHANNELS;
request.callback = audio_callback;
/* TODO: check for errors */
ctx.audio_device = SDL_OpenAudioDevice(NULL, 0, &request, &got, 0);
ctx.audio_stream_format = got.format;
ctx.audio_stream_frequency = got.freq;
ctx.audio_stream_channel_count = got.channels;
SDL_PauseAudioDevice(ctx.audio_device, 0);
}
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/* images */
if (IMG_Init(IMG_INIT_PNG) == 0) {
CRY_SDL("SDL_image initialization failed.");
goto fail;
}
/* filesystem time */
/* TODO: ANDROID: see the warning in physicsfs PHYSFS_init docs/header */
if (!PHYSFS_init(ctx.argv[0]) ||
!PHYSFS_setSaneConfig(ORGANIZATION_NAME, APP_NAME, PACKAGE_EXTENSION, false, true))
{
CRY_PHYSFS("Filesystem initialization failed.");
goto fail;
}
/* you could change this at runtime if you wanted */
ctx.update_multiplicity = 1;
/* debug mode _defaults_ to being enabled on debug builds. */
/* you should be able to enable it at runtime on any build */
#ifndef NDEBUG
ctx.debug = true;
#else
ctx.debug = false;
#endif
/* hook up opengl debugging callback */
if (ctx.debug) {
glEnable(GL_DEBUG_OUTPUT);
glDebugMessageCallback(opengl_log, NULL);
}
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/* random seeding */
/* SDL_GetPerformanceCounter returns some platform-dependent number. */
/* it should vary between game instances. i checked! random enough for me. */
ctx.random_seed = SDL_GetPerformanceCounter();
srand((unsigned int)ctx.random_seed);
stbds_rand_seed(ctx.random_seed);
/* main loop machinery */
ctx.is_running = true;
ctx.resync_flag = true;
ctx.clocks_per_second = SDL_GetPerformanceFrequency();
ctx.prev_frame_time = SDL_GetPerformanceCounter();
ctx.desired_frametime = ctx.clocks_per_second / TICKS_PER_SECOND;
ctx.frame_accumulator = 0;
ctx.tick_count = 0;
/* delta time averaging */
ctx.delta_averager_residual = 0;
for (size_t i = 0; i < SDL_arraysize(ctx.time_averager); ++i) {
ctx.time_averager[i] = ctx.desired_frametime;
}
/* rendering */
/* these are dynamic arrays and will be allocated lazily by stb_ds */
ctx.render_queue_sprites = NULL;
ctx.render_queue_rectangles = NULL;
ctx.render_queue_circles = NULL;
ctx.circle_radius_hash = NULL;
textures_cache_init(&ctx.texture_cache, ctx.window);
if (TTF_Init() < 0) {
CRY_SDL("SDL_ttf initialization failed.");
goto fail;
}
/* input */
input_state_init(&ctx.input);
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/* scripting */
/*
if (!scripting_init(ctx)) {
goto fail;
}
*/
return true;
fail:
SDL_Quit();
return false;
}
/* will not be called on an abnormal exit */
static void clean_up(void) {
/*
scripting_deinit(ctx);
*/
input_state_deinit(&ctx.input);
arrfree(ctx.render_queue_sprites);
arrfree(ctx.render_queue_rectangles);
textures_cache_deinit(&ctx.texture_cache);
PHYSFS_deinit();
TTF_Quit();
IMG_Quit();
SDL_Quit();
}
int main(int argc, char **argv) {
ctx.argc = argc;
ctx.argv = argv;
if (!initialize())
return EXIT_FAILURE;
for (int i = 1; i < (argc - 1); ++i) {
if (strcmp(argv[i], "--data-dir") == 0) {
if (!PHYSFS_mount(argv[i+1], NULL, true)) {
CRY_PHYSFS("Data dir mount override failed.");
return EXIT_FAILURE;
}
}
}
ctx.was_successful = true;
while (ctx.is_running)
main_loop();
game_end();
clean_up();
return ctx.was_successful ? EXIT_SUCCESS : EXIT_FAILURE;
}